Go and business (2)

Western businessmen who come to Japan are often dismayed by the tendency of their Japanese counterparts to never give clear responses to their questions. During negotiations, the Japanese position is ambiguous until the very end. A common complaint is that Japanese never directly say "No!" but neither do they say "Yes!" Partly because of this trait, Shintaro Ishihara, the current governor of Tokyo, and Akio Morita, the late president of Sony Corp., wrote the book "The Japan That Can Say No. "

I think this trait can be traced to a concept in go called "aji." Indeed, many of Japan's ruling elite--businessmen, bureaucrats and politicians--are go players (the membership list of the Japan Go Association can almost double as a directory of the top names in the Japanese business and political world). Aji is such a useful concept in their games that it has become second nature to use it not only in business negotiations, but also in their human relationship. Aji is an advanced concept and its use in games can be extremely subtle, but I will try to explain it.

Aji

Aji refers to the latent possibilities that exist in a position. Although these possibilities may never be realized, they are always lurking in the background and their presence influences the course of the game, enabling certain moves to be made and inhibiting others. Let me give an example.

Diagram 1-2

In Diagram 1, the three white stones on the left seem to be trapped: they have no room to make the two eyes necessary to form a living group. However, they can escape into the center because of the presence of the marked stone in the corner. As the position stands, this marked stone has no chance of escape and at the end of the game it will either be captured or simply taken off the board as a dead stone. Still, it has, as go players say, "aji." How can White use this aji to save his three endangered stones?

Diagram 3-4

The key move is for White to jump to 1 in Diagram 2. Black cuts through with 2 and 4, blocking White's access to the center.

Next, White ataris the marked black stone with 5 in Diagram 3, so Black must defend by extending to 6. Now the aji of the marked white stone comes to life.

White ataris with 7 in Diagram 4 and drives the black stones into the corner with the sequence to 11. The four black stones can be captured on the next move.

Diagram 5-6

It would be a serious mistake for White to first play 1 in Diagram 5. With this move, White threatens to capture the two marked black stones and save his own marked stone in the corner. Black will defend with 2. White might further atari with 3, but Black will capture the marked stone with 4. Now there is no longer any aji that White can use to escape.

After the moves in Diagram 5, suppose White jumps to 1 in Diagram 6. Unlike Diagram 2 to Diagram 4, this attempt to escape will end in failure. After Black extends to 6, White has no follow-up moves on the right side and White's four stones at the top do not have room to make two eyes, so they will be taken off the board at the end of the game.

White 1 and 3 in Diagram 5 might appear to be aggressive moves, but in reality they are crude because Black destroys the aji of the marked stone in Diagram 1. It is like ignoring the age-old proverb that advises, "Don't burn your bridges behind you."

Diagram 7-8

In the opening and middle part of a go game, strong players always avoid destroying aji. Even if they can earn some profit by settling a local position, they prefer to leave it undefined because of the aji that is there. Here is an example.

The position in Diagram 7 is the result of a joseki, a standard opening sequence in the corner. The two marked black stones are dead, but they have some aji and Black should be careful not to destroy it, since it will be a constant source of concern for White. Therefore, a strong player would never play the sequence from Black 1 to 5 in Diagram 8 early in the game, even though it confines White to the corner and prevents him from expanding his territory along the side. Instead, Black will leave the position as it is in Diagram 7 and will wait to see how the game develops.

Diagram 9-10

The position in Diagram 9 is from an actual game. Black attacked with 1 and 3, forcing White to defend with 2 and 4. But now the aji of the two marked stones above have come to life. Black ataris with 5 in Diagram 10, then plays 7. After White 8, Black blocks with 9 and, when White ataris with 10, Black squeezes with 11 and 13.

White connects with 14 in Diagram 11, but Black ataris with 15 and there is no escape for the white stones. Had Black played the sequence in Diagram 8, Black would never have made the large capture in Diagram 11.

Diagram 11

Problem 2

Strong go players always avoid destroying the "aji" in their opponents' positions. They want the positions in their games to be fluid and undefined. In that way, an attack on an enemy's neighboring group can also become an attack on a group with bad aji, as was seen in Diagrams 9 to 11. I am sure non-Japanese also share this sense of preserving aji. After all, "Leave all of your options open" is a common maxim in the English-speaking world. And every game of go provides an arena in which the usefulness of this concept can be demonstrated.

Problem 2. White has just played 1, threatening to capture the two black stones at the top. Where is Black's tesuji?

By Richard Bozulich

By Rob van Zeijst

  1. Problems and answers
  2. How go is played / Four basic rules / The object: to control territory
  3. The origins of go / Four basic rules / The rule of capture
  4. Go comes to Japan / Six basic rules of go / Capturing two or more stones
  5. The development of go in Japan / Capturing stones in a game
  6. Professional go in Japan / More about capturing
  7. Defending territory / Illegal moves
  8. Go in China / More on illegal moves
  9. Go in South Korea / A review of the rules/ Eyes and living groups
  10. International go tournaments / Eye spaces
  11. Lee Chang Ho, Cho Chikun -- the superstars of go / False eyes
  12. Go and computers / Seki
  13. Rankings and handicaps / The rule of ko
  14. Go and intellectual development in children / An example of ko in a game
  15. Meijin title match / Double ko
  16. Kisei title and Cho-Kobayashi rivalry/ Triple ko
  17. Takemiya's cosmic go
  18. Go Seigen, the 20th century's greatest player
  19. Go equipment / How go is played / The rules / Elaboration /
  20. Kitani and his disciples / The rule of capture
  21. Atomic-bomb game / More on capturing stones
  22. Dosaku and Shusaku: The saints of go
  23. Go and the Immortals
  24. Women in go / Capturing races
  25. Eio Sakata / Capturing techniques
  26. Shuko Fujisawa, the first Kisei of the modern era / Capturing techniques: Nets
  27. Cho Chikun defends Kisei title / Illegal moves / Living groups
  28. Opening strategy / False eyes
  29. Joseki
  30. Lee Chan Ho, the undisputed world go champion
  31. Kobayashi wins Judan title
  32. Fujitsu Cup
  33. Tesuji and Intuition
  34. Go and business (1)
  35. Go and business (2)
  36. Japan-China Tengen match
  37. Go and war
  38. Legends on origin of go (1)
  39. Legends on origin of go (2)
  40. World Amateur Go Championship
  41. Go in Europe
  42. Go online
  43. Cho Chikun loses Honinbo title
  44. The 11th TV Asia Cup
  45. Long and short games
  46. Fujitsu Cup
  47. Go proverbs